Marmarra is amongst the larger
Citystates of the Zhunite people,
having very similar levels of influence to that of Hootar, Cusca and Kimbar.
The Marmarran realm itself located on the
Zhunite plains of Western
Nybelmar, their domain spanning most significantly
into the southern and central western portions of the Plains of Zhun,
characterised predominately by its harsh regime and abuse of its citizens. The
multiple vassal settlements and few thousand people under the control of
Marmarra could seem to be nothing more
than puppets of the Witch Queen and the
Marmarran population, the settlements themselves being exploited to keep
the important and affluent in a level of luxury and grandeur they desire and
have become accustomed to.

Though the system works in terms of pleasing the City’s "important" residents
as well as not causing threatening levels of tension amongst
Marmarra’s neighbours, it seems to be the
case that whenever a settlement falls under the control of the Witch Queen, a
joy-sucking cloud accompanies, bringing with it such misery that the loquacious
Zhunites affected become
demoralised shells of their former sociable self.

Consisting notably of "The Witch’s Barb" outpost chain, "The Morose Shores"
fishing villages, Leinata Fortress and the Broken Woods, the Marmarran State is
a vastly varied realm, most probably a result of the Witch Queens taking an
unrefined interest in a variety of local industries.

Name. Though casual
internal documents refer to the state as "The Queendo"’, the initial title of
the domain is thought to have been "The Illustrious Queendom of Marmarra". Such
self-glorifying titles do not transfer to other states well, especially when
the self-glorified realm is fiercely unpopular. Usually, areas or regions
within the Marmarran sphere of influence
are simply referred to as "of Marmarra".
It is very rare for the term "Queendom" to be used outside of internal
governmental affairs. Generally, no distinction is made between the "City of
Marmarra" and the "State of Marmarra"
in terms of how they are referred to, though the fact that the City acts as the
State’s hub may make distinction somewhat unnecessary.

Location. The "State" of
Marmarra (as the name probably suggests)
revolves around the metropolis of the same name. The
City of Marmarra (the most easterly of the
four main Citystates) is located on the southeast portion of the West
Nybelmarian Zhun peninsula, in close proximity to
the golden Zhunite beaches. The
state itself (as is the trouble with the undefined borders of the Citystates)
often stretches into the territories of various other settlements
(predominately regions under Cuscan control). Handfuls of
Marmarran dependencies are nowhere near
the main sphere of the City’s control, strategically placed far-flung
protectorates. As such, if you were to draw borders illustrating the known
limits of the
Marmarran domain, you would produce a
large, odd, web-like image encompassing a lot of Zhun.

The entry's author however would like to highlight the nature of
Marmarra's landscape mentioned above is
not as it appeared under the Earth Empire, and reference to entry on the
Grand Empire of Krath would be a better source
of information on the nature of the domain those periods of history.

Description.
Despite the fact that
Marmarran territories can be found
throughout the rustically idyllic Plains of Zhun, categorised by their brilliant
rolling hills and enchanting golden beaches, the
Marmarrans themselves would seem to have
an element about them that allows them to spoil positive ambience - if not
physically then through strong social undertones. Though the terrain and
location of the
Marmarran territories is incredibly
varied, there are certain distinct regions and locations of importance that are
worth mentioning. The following regions, though constituting most of the
Marmarran domain, are not fully
representative of the whole of the Witch Queen's realm, there being many
somewhat excluded settlements allied to
Marmarra that can be found all around
Zhun:

The City of Marmarra
The inherently gloomy metropolis that dominates the eastern
Zhunite coast, the
City of Marmarra, as the residence of the
Witch Queen and the Kogianate Families, is the administrative hub of the state.
The unique Marresque architectural style utilised predominately in this city
(characterised by narrow, stately, oppressive shapes, by dark colours, and
aggressive stylings – spikes, pikes, spires and arches) produces a commune of
morose beauty and absent, hollow elegance. For further elaboration on the
City of Marmarra and its inner-workings
please refer to the main entry.

The
Morose Shores
Despite their depressing title, the Morose Shores are physically quite pleasant.
Early in the morning, hours before the unusually late, casual sunrise, the
grainy, radiant surface of the southern beaches are disturbed by sparse
footsteps of somewhat glum faced fishermen, unenthusiastically dragging back
basketfuls of freshly caught fish, creating impressions in the sand that the
tumbling waves will quickly mend. As the lazy sun takes its place amongst the
few idle clouds embellishing the brilliant blue blanket of sky, the presence of
the miserable, deflated individuals becomes increasingly incongruous. As the
masses of depressing faces slowly expand as the
sun sheds both heat and light on the rustic coastal settlements, the warmth
radiated from the fiery globe is absorbed into the insurmountable tragedy
conveyed in the eyes of these poor men. The level to which the idyllic setting
juxtaposes the disastrous situation of the citizens perhaps heightens the
intensity of the calamity. The cheery setting for these people’s hardships only
heightens the enormity of their struggle.

The Morose Shores themselves once consisted of a large assemblage of small
fishing villages and were amongst the first settlements conquered by the legions
of Hiartun Rarkan in Eluda’shi
Lashmara’s name. In current climes, the settlements that compose the Morose
Shores are perfect examples of the tyrannical Marmarran
regime. Though profitable in their own right, the Morose Shores are heavily
overtaxed and exploited by the Marmarran
officials who "own" them. Though as a collective region the produce of the
Morose Shores is of amazing economical importance, the settlements themselves
are separated from each other and as such are unable of rejecting the policies
imposed by Marmarra,
regardless of how ridiculous they may be.

The
Witch’s Barb
Originally intended to be a chain of temporary outposts to station Marmarran
military all over the Plains of Zhun, the region known as "The Witch’s Barb" has
now become a patch of strategic strongholds placed at varying distances from the
main City. The settlements themselves,
noted for their combination of robust, pragmatic design and ominous
architectural traits, created stronghold towns of considerable size with aspects
of martial discipline and Marmarran
obscurity. The strongholds themselves are amalgamations of dark architectural
spectacles and strong, functional designs. As with most things Marmarran,
the sheer level of juxtaposition found between the purposeful and the whimsical
natures of design create an almost crude blending of elegance and simplicity.

The focal point of the Witch’s Barb, Leinata Fortress, is perhaps the most
striking example of these mixtures in sophisticated and down-to-earth
ideas, where the opposites converge into one point. Ornately decorated hedonists
mingle with dutiful soldiers, whilst the sound of the delicate harp becomes a
faint clamour underneath the clattering of the martial drums, the elaborately
detailed spires of Marresque constructs beginning to dance with the black smoke
billowing from the numerous armouries located in the cities "undergrowth" below
the spiralling "canopies". Though Marmarra
in essence is a melting pot of a variety of cultural influences, the near absurd
nature of "Design" and "Functionality" are coming together in and outright
abrasive, conflicting manner.

The
Broken Woods
The largest remaining forested area in the plains of Zhun; the Broken Woods are
perhaps second only to the City of Marmarra
in suspicion and aversion. The woods themselves are somewhat reminiscent of the
warped Jungles of Shar (which were corrupted by the cataclysm), full of dark,
barren branches, bizarre, entwining roots and creepers - as well as being an
area with the largest known concentration of Gaisho spirits. Such forests,
filled with malicious spirits and lifeless flora, have little to offer in terms
of natural resource or economic worth - but their worth to matters of the arcane
is invaluable.

Lyrias Meurtian, the first known
visitor to the Broken Woods (or at least the only one who reportedly came out
alive), studied the Gaisho spirits meticulously for years. Though this had an
ultimately detrimental affect on his health and physical appearance, as well as
not doing his sanity any favours, Lyrias
was able to create the foundations for the Gaishen magic system. Though through
the generations Marmarrans
have greatly increased the capabilities of the Gaishen system and its
manipulation of Gaisho spirits, the potential of Gaisho themselves has not been
fully exploited. As such, despite the danger, expeditions of Marmarran
Sorcerers to the area are incredibly common. Though many perish in their
attempts to expand their magical scope, the
conclusions drawn from the systematic experiments in this area constantly
improve the limits of the Gaishen system.

The
Heartless Fields
Similarly to the Morose Shores, the climate and terrain of the Heartless Fields
does not adequately reflect the level of hardship faced by the residents. The
rolling, grassy hills of the raw plains would seem to have been tamed by the
clean-cut blade of agriculture. Though the undulating terrain has been morphed
into densely packed groves of olives or relatively spacious rows of cattle
pasture, the bucolic developments seem to mesh seamlessly with the undisturbed
natural surroundings, the unkept tall grass and the coppices of roses
complimenting each other flawlessly.

Unlike the depressing yet vibrant beach of the Morose Shores, the somewhat
dejected expressions and mannerisms of the growers, keepers and pickers does not
seem to distract from the beautiful, tranquil surroundings. Though the monthly
arrival of a Marmarran
military contingent to collect the Witch Queen’s taxes does tend to spoil the
atmosphere. Since the soldiers choose to ignore obvious pathways, favouring to
walk in a straight line and slash at any foliage in their way, the frequent
visits of the army tend to leave the environment looking quite mangled and
neglected- a look much more fitting to the area’s mood.

The produce of the Heartless Fields, though it varies from farm to farm,
consists predominately of olives (both black and green), olive oil, rose wine
and beef cattle. Though some choose to keep cereal crops or to cultivate fruit
orchards, regardless of specifics, the produce of the area is another important
facet of the Marmarran
economy.

Coat of Arms/Sign.
The ever-recognisable "Eye" motif is the most recurring symbol that can be used
to identify vassal settlements to the
Marmarran state. The design itself has a
beautiful yet eerie feel to it. The thin, elliptical shape it assumes conjures
up images of arrogant beauty as well as fear-invoking scrutiny. In many
instances, it has an almost soul penetrating quality, the almost reptilian, thin
pupil staring at you in an unsettling manner. However, certain territories or
settlements are the private property of the Kogianate families, such as the
Meladaria Outpost in "The Witch’s Barb" region, which is the property of the
Rarkan family. In these situations, the family crest (such as the Meurtian
snake) is used as a coat of arms. Though Kogianates act as the governing bodies
on these areas, they are still considered to be under the Witch Queen’s
jurisdiction.

People and Culture.
Though predominately Zhunite, the
origins of the
Marmarrans stretch into a variety of other
tribes, including the ancient Lillivear and
Anpagans, as well as a handful of
Daedhirians for good
measure. As such, the main difference in the people existing under the rule of
the Witch Queen would seem to be solely determined by their place in the social
hierarchy, their social standing defining their outlook and behaviour. Despite
the rich heritage and the conglomeration of tribes that make up
"Marmarrans", few noticeable cultural
elements can be found. Certain aspects of
Krean nature seem to have transferred into the
Marmarran psyche (namely arrogance,
hedonism and ambition), though this by no means results in the
Marmarrans creating a civilisation of
equal grandeur.

The
Zhunites
Although many of the denizens of the Queendom are
Zhunite in blood, this generally is
only noticeable physically rather than through cultural attitude.
Zhunites under Marmarran
rule no longer have the typical loquacious, warm-hearted aspects they are famed
for - though the traits replacing them seem to vary depending on the
individual’s status within Marmarra.

Higher ‘class’ Marmarrans
(particularly those living in the inner city and central metropolitan areas) are
usually characterised by their self-obsessed and self-indulgent nature. More
often than not, they live lavishly excessive lifestyles at the expense of
extortionate taxes and broken spirits. Though there are a handful of these
Marmarrans
who actually contribute in some way to society (if you can consider finding new
ways to exploit, defeat and out-do others a "contribution"), many are
disinterested, frivolous and arrogant people who generally have very little
talent besides vicious ambition (though their malice and absence of mercy or
compassion often helps them achieve their aims through less than savoury means).
However, many Marmarrans,
despite having incredible pride in themselves and in their nation, live in
constant fear of the Witch Queen and her generally capricious decisions.
Wherever you are in society, no one is above her terrifying inspection.

Lower class Marmarrans
(namely those living in the poorer districts of the metropolis, but more so
those of conquered settlements) seem to exist to fulfill the whims of their
superiors. Their lives are spent in constant labour under the ever-present
scrutiny of Royal Appraisers, their hours of backbreaking effort resulting in
nothing more than the bare minimum they need to survive. These people lead
tragic, sombre existences - either choosing to barely survive on what remains of
their harvests (after taxation) or opting to face the Witch Queen’s harsh
punishments for disobedience. Though of practically identical racial
backgrounds, the two people are very different. Both however seem to have lost
the warming, welcoming nature that the
Zhunites are known for. At any rate, the only trait that seems to bring the
two classes together is ever-present fear of what course the Witch Queen wishes
your fate to take.

The
Lillivear
The only real influence of the Lillivear in Marmarran
society and culture is that of one individual,
Eluda’shi Lashmara, the first
Witch Queen. The woman herself brought with her a great sense of ambition, as
well as a ruthless attitude towards servitude.
Eluda herself was rarely pleased,
though failure to comply with what she requested usually resulted in excessively
cruel punishments. Though physically this ancient tribe’s culture didn’t
actually transpose into Eluda’s
beliefs (since she herself had radically different ideas to what was the
Lillivear norm), the grandeur of civilisation that the
Krean had achieved most likely was a
huge contributor to the attitude of the Marmarran
people - setting them apart from the other Citystates quite significantly.

However, Eluda’s affiliation with
Marmarra,
regardless of whether or not she is actually dead, has ended. As such, despite
the crucial influence that one Lillivear had on
Marmarra's creation, one should not assume that the god-like
Krean tribe has anything to do with the
Citystate in the current age.

The
Anpagans
Practically all of the Anpagans that
existed under Eluda’s rule were
refugees, seeking safety from the turmoil of the
Anis-Anpagan Republican Wars. Since
a majority of them were supporters of monarchy in nature (fleeing from those who
wished to democratise the nation) they quickly adapted to serving under the
Witch Queen. Being a sea-faring nation by nature,
Eluda’shi was quick to attempt to
create naval fleets to assert Marmarra's
presence in the seas. Though Marmarra
still maintains a navy of its own, it is quite small in comparison to those of
the other Citystates, and miniscule in comparison to that of the
Anpagan Republic’s.

Though most Anpagans mixed blood
with the indigenous Zhunite
residents of the region, there are still a number of pureblood
Anpagan families, predominately
residing in the larger harbour towns (usually as governing bodies). Though they
consider themselves as Marmarran,
the influence of Anpagan culture in
these settlements is quite strong; the inherent laziness of the towns, the
unusually slow-paced nature of work and a slightly smaller dosage of malice in
these places making them distinctly different.

The
Daedhirians
Perhaps the greatest allies of Marmarra,
the Daedhirians have always
had a significant presence in Marmarran
society (particularly in terms of magic).
Despite this, very few
Daedhirians actually chose to live as a part of the Witch Queen’s realm.
Those that did acted usually as high-ranking agents under Royal jurisdiction or
were employed as magical tutors (of both
Daedhirian and Marmarran
arcane pursuits). In instances where the Witch Queen herself was unavailable
(which was often) a trusted
Daedhirian teacher would usually educate the Thorns (prospective Witch
Queens) in her absence.

State Organization.
As one of the Zhunite Citystates,
Marmarra itself has the main metropolis
itself as the core of the domain with a variety of other regions, settlements
and dependencies branching off in various directions. The reigning Witch Queen
is, for all intents and purposes, considered to be the absolute authority of
Marmarra. In theory, all decisions
remotely based on governing procedure, be they economic, martial, legal or
otherwise, need her approval. However, as Witch Queens are generally known for
their lack of interest in matters of government that have little impact on their
personal pursuits they generally nominated others to act on their behalf. Those
with the authority to act on the Witch Queen’s behalf are issued with the "Black
Article" a scroll on black parchment that declares the owner’s power, signed by
the Witch Queen. Forgeries of such documents under
Marmarran law result in a prompt
hollowing. Genuine proprietors of the Black Article are, second to the Witch
Queen, the highest form of government and are often attributed with the same
fear felt for her (though entourages that generally accompanied them often aided
in their frightening image).

Second to ‘Black Agents’ (which theoretically act under the direct control of
Witch Queen) are "Governors". Though many governors themselves in fact did have
Black Articles endowing them with relevant powers, governors themselves are in
fact nominated by Alla’garam diplomats through elections to oversee dependencies
from a political viewpoint. However, despite having access to a whole variety of
official documents and receiving considerable wealth, the powers warranted by
this position are very minor if not accompanied with Black Article authority. As
such, for a governor to act efficiently, regardless of the majority in the
Alla’garam election, the Witch Queen must approve them personally.

The lowest member of the governmental hierarchy was that of the Alla’garam
politicians. Despite the fact that they are amongst the wealthiest and socially
affluent men and women in the city, they are in practice nothing more than
glorified critics. Their only relative importance to physical affairs being the
concerns that they bring to the "Council of Five" between the Witch Queen, the
four Kogianate Housemasters and one representative of Alla’garam, though even
then their voice holds little weight.

Additionally, separate from mainstream governmental affairs, are Kogianate
governors. Kogianate governors account for (most usually) settlements that act
as the private domain of the Kogianate families (Rarkan, Meurtian, Tisare and
Venraius). Though these areas are still officially considered as a part of the
Queendom, they act relatively independent of conventional Marmarran rule. The
influence of Black Agents in such areas is additionally quite miniscule, the
Kogianate governors themselves in practicality only needing to answer to the
Witch Queen herself.

Climate. The State of
Marmarra is actually subject to beautiful
surroundings. In fact, if you were to simply base your impression of the state
on its climes, it would be a pleasant place to live. Situated in the Plains of
Zhun, an area of temperate winters and sun-filled
summers, the ambience that is the backdrop for
Marmarra’s activity is quite ironic considering their somewhat sinister
nature.

The hottest part of the
Marmarran domain are the southerly Morose
Shores, bathed in warmth from the earliest days of spring to what is mid-autumn
for the rest of the plains; it seems such a shame for these sundrenched
landscapes to be ruined by the unforgiving rule of
Marmarra.

Though not as hot all-year-round as the Morose Shores, the Heartless Fields
(with their frequent refreshing rain showers) are by no means unpleasant areas.
However, as seems to be the case for most areas under
Marmarran jurisdiction, the Witch Queen
seems to have a gift for casting a proverbial cloud over the stunning terrain.
The dreariest part of the
Marmarran domain is in fact the city
itself, though a Cuscan would remark this because there are so many cold hearts
in one place.

Economy. A substantial
amount of Marmarra’s income comes from
taxes, most notably the extortionate rates forced upon the relatively simple
folk that are slaves to the
Marmarran regime. As perhaps a testament
to the typical
Marmarran lack of concern, the taxes
imposed on most of Marmarra’s dependencies
lead many hard-working agriculturists and labourers (who do generate a lot of
profit) into the lowest depths of poverty. However, a nation cannot run on tax
alone. Unlike most of the other Citystates,
Marmarra choose to dabble in a variety of
Zhunite industries rather than
focusing and honing one. However, due to the strict requirements dictated by the
Witch Queen’s regime, whatever the particular produce is, it is practically
always of high quality.

Marmarrans, due to their ambivalence in
choosing an industry to concentrate on, utilise a variety of natural resources.
Valuable shipbuilding wood was the main resource that allowed the early periods
of
Marmarra, though unsurprisingly,
Eluda’shi and Mila Venraius (the
Kogian who proposed the idea) grew greedy in their pursuits and felled all the
fragments that remained of the Zhunite
coastal forests. Nowadays, most of the natural resources that the
Marmarrans utilise are distinctly similar
to those used by the rest of the
Zhunites (consisting of a variety of grains, vegetables, fruits, honey,
poultry, cattle and seafood) though the variety that they choose to sample is
amazing.

Due to the systematic overworking of producers, a huge surplus of high quality
goods exist even after the voracious
Marmarrans have taken their share. In most
instances though,
Marmarrans themselves are much more
interested in items that are harder to attain than those which are readily
available, leaving a lot left to trade. Similarly to other
Zhunite nations,
Marmarrans are noted for the production of
olive oil and wine (using both grapes and roses), though they also have a small
monopoly on the fish and shellfish markets of the eastern coasts. Additionally,
with the collapse of the Krean Empire,
Marmarrans are now the largest producer of
poisons on the west of the continent, though the substantial lack of suitable
flora has hindered them significantly in comparison. Due to an inability of
outsiders to access the Shar peninsula post-cataclysm, many of the most potently
poisonous plants and venomous animals have been neglected from conventional
sale.

Since
Marmarra has a reputation for being "a
band of deceitful sorcerers with only their interests at heart", it is
unsurprising that many are reluctant to trade with them. In fact, if it were not
for the high quality of
Marmarran goods, it is likely that no one
at all would wish to exchange with whatsoever. However, most large (and
respectable) nations of Zhun still refuse to trade directly with the
Marmarrans, even if it is only to preserve
their image. However, the Faen act as a useful intermediary between
Marmarra and their neighbours. Through the
Faen men,
Marmarrans purchase large amounts of
rizjo wine and are also relatively
large customers for exotic foodstuffs and animals (to keep as pets). As
aforementioned, the Evalaris and Sharosar nations are vital to the
Marmarran poison industry, but the two do
also limit their open trade with the
Marmarrans, also opting to use the Faen as
a neutral party. It should be recognised however that
Marmarrans choose to live very
self-indulgent lifestyles and though these are the conventional areas to spend
your disposable wealth, practically anything that takes one’s fancy can be
procured somehow.

Military. The
Marmarran military itself is predominately
a land-based force. Though after the influx of
Anpagan refugees attempts at
producing a naval force were made, these were significantly less fruitful than
predicted (the remains of the usually navy being used to hijack and pillage
independent vessels, masquerading as pirates rather than real
Marmarrans).
Marmarran soldiers are generally (as
individuals) quite inexpensive, most standard foot soldiers being grossly
unequipped in comparison to more militaristic nations (such as the
Karakanites). What the
Marmarran army lacks in substance, it
makes up for in quantity. Though handfuls of the many
Marmarran legions (such as the "Faceless
Legion" or the Ashen Palace Household guard) are highly skilled, challenging
opponents, a majority of the
Marmarran army’s function is dealing with
the public (or rather scaring them into submission).
Marmarrans are great proponents of social
and political warfare, be it against foreign foes or their own people.

Marmarrans themselves have a great
affinity for ranged combat, at least half of a general fighting force consisting
of archers. These black-fletched masses of arrows block out the
sun before raining down upon opposing
formations, which even if ineffective at least scare the opponents. Even when
the enemy comes close,
Marmarrans still seem to keep as far away
from the enemy as possible, predominately using spears, halberds and a variety
of other exotic polearms